![]() Coolness and curse are not related (unless the player has the Sixth Chamber), and do not cancel one another out, with the notable exception of room rewards, where each point of coolness increases the chance and each point of curse decreases the chance.The player will receive no rewards for clearing rooms at 100+ curse.All chests will be Mimics at 47+ curse.All chests will have fuses at 20+ curse.Even enemies that are normally completely harmless, such as chickens, popcorn (the small enemies sometimes left after defeating Poopulons) and the tiny blobulin spawned after killing Blobulord, can be jammed and will deal contact damage if jammed.In a few room layouts in the Abbey of the True Gun, Resourceful Rat's Lair, Forge, and Bullet Hell, certain enemies are guaranteed to be jammed regardless of curse.Stealing from Cursula will only increase curse by 1.Dice Shrine granting Cleansed (removes up to 10 curse).Standing near a cursed pot inflicts an increasing amount of the unique "Curse" Status Effect, and after reaching a certain threshold, will increase the player's curse stat while breaking the pot.Picking up an item/gun produced by Lament Configurum.(+0.5 on the first use, +1 for each subsequent use) Getting Badge, then talking to the police officer when he dies.Smashing a Mirror or opening its chest.(+2.5 along with any curse the purchased item has) Hero Shrine (sets curse to 9 regardless of other curse).It cannot be killed, and continually chases the player.Īt 10+ curse, the odds of enemies and bosses being jammed stays at 50%, but other effects continue to increase linearly. The Lord of the Jammed spawns when the player reaches 10 curse.The Black Market may be entered without the requisite 100 coins with at least one point of curse.Chests with fuses become more common by 5% for each point of curse.Mimic chests become more common by 2.1% for each point of curse.The chance to receive ammo upon clearing a room increases with each point of curse.The effect of negative drop chance is unknown.When a reward is dropped after clearing a room, it goes back to (1+-)%. The chance starts off at (1+-)%, and for every room cleared without getting a reward, it increases by a fixed amount (approximately 9% in a normal single-player run), up to a maximum of 85% on floor 1, or 80% on any other floor.The chance to receive a reward upon clearing a room decreases with each point of curse, similar to how Coolness increases said chance.Jammed bosses can appear, which behave like regular bosses but deal a full heart of damage with every attack and have their health modified by the formula health * 1.2 + 100. ![]() Veteran enemies, such as Veteran Bullet Kin, Veteran Shotgun Kin, Blue Bookllet, and Green Bookllet become more common with higher Curse.Jammed enemies have a maximum health of 175 * X, where X is the floor's health scaling multiplier.Keybullet Kin and Chance Kin can be jammed and upon death will drop two items.Jammed enemies deal 1 full heart of damage (but still deplete 1 armor as usual), move and shoot 50% faster, have their cooldowns reduced by 33%, deal contact damage if they did not already, and have increased health equal to health * 3.5 + 10.Jammed enemies start appearing and become more common with each point of curse.Offering the best house-rolled ammunition by the case or quarter case, in addition to ammunition from all of the major brands at the best prices. Please Support Them! They help make our videos possible. It’s safe to assume that the much more expensive Glock is “better” than the inexpensive Hi-Point, but how much better? $400 better? Which is the better bargain? What does the Glock do that the Hi-Point can’t? All of those questions and more are tackled by James today on TFBTV. Both of these are black, semiautomatic handguns chambered in 9mm, but that’s about where the similarities end. In this episode of TFBTV, James compares the $400-$500 Glock 17 to the lowly $100-$150 Hi-Point C9 (seriously). ![]()
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